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The Klock King

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The Klock King Empty The Klock King

Post  Admin Tue Aug 07, 2012 10:18 pm

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Villain: Clock King
Secret Identity: William Tockman (Known to the Public)
Gender: Male
Origin: (Hi-tech human). Born William Tockman, Clock King spends his early years taking care of his invalid sister. One day he finds out from a doctor's visit that he himself only has six months to live. Despairing for his sister's future, he watches the timing of a local bank's vault in order to rob it, hoping the money would provide for his sister after he was gone. His caper would have gone successfully, had he not tripped a silent alarm and been caught by the Green Arrow.

While he is incarcerated, his sister dies alone. In further hideous irony, Tockman discovers that he really isn't terminally ill; his doctor had accidentally switched his papers with those of another patient. Infuriated, he escapes, later futilely attempting revenge on the Green Arrow.

The Clock King goes on to join Major Disaster's Injustice League, which becomes Justice League Antarctica. This JLA includes G'Nort, who ends up saving the lives of the entire team. Like his compatriots, Clock King becomes an ardent supporter of Maxwell Lord, partly due to the fact he is the only one willing to hire them. His group even guards Lord when he is incapacitated by a bullet wound.
Later, Clock King leads his own, separate team of villains in a mission. They consist of Radiant, Sharpe, Acidia and Crackle. They are not as well-organized as even the Injustice League. For example, Crackle still lives with his mother and they have to take the bus to their fight. It takes place at a Metropolis toy store. They end up fighting one of the many incarnations of the Teen Titans, the heroes Booster Gold and Firehawk and DEO agent Cameron Chase. An unclear super-effect from Chase ultimately neutralizes Clock's team and they are all imprisoned. Clock himself escapes on another bus.

Later, Clock's friends are transformed into the new Suicide Squad. They are sent to a remote research facility where a genetic monstrosity is holding its creator hostage. Its main defenses are spawned "children" that could explode. During the mission, most of the team are seemingly killed, including Clock King, who is shot repeatedly in a retreat attempt. He has not been seen since.



Relations: N/A

Fighting: 10
Agility: 20
Strength: 20
Endurance: 20
Reason: 31 (with additions)
Intuition: 10
Psyche: 20

Known powers:

-Clock item creation (5 ranks): Tockman can create any number of clocked themed weapons. He receives +$90 for every rank in this power.

Talents:

-*Starting specialty weapon (10 ranks): Tockman comes prepared with an assortment of “Clock Gimmicks” each with their own varying effects.

- Repair/Tinkering (5 ranks)- The character with this talent gains bonuses involving the repair and modification of existing items/relics, but not the building of new items (see Engineering). This includes exotic or alien/magical items beginning at 8 ranks in this talent. In addition, the character receives a +1 to their Reasoning for every 4 ranks in this talent.


Languages: German, English

Initiative: 10
Popularity: -5
Resources: $450
Karma: 60

Energy: 80
Health: 70

Inventory: Clock Gimmicks, pocket watch, unique costume.

Weaknesses: Has clocks on the brain and can be lured into “monologuing” very easily. He also is not the most physical combatant.

Admin
Admin

Posts : 146
Join date : 2012-08-05

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